Currently working on galactic conquest. I threw out the idea of 1 (new) galactic conquest and am now working to get the already existing GCs (from vanilla FOC) working with the mod. This has the upside that now stuff is actually getting done (quite fast) but the downside that all the gc space maps are not meant to work with the mod. The same weird graphical glitches appear as when you try to use the regular FOC space maps instead of the ones I designed. I think I'm going to leave all the ground forces in (the AI stops functioning when ground is disabled on all planets). All heroes are removed from GC and will later be replaced with the OR units. Republic will tech the same as the imperials, Sith can steal tech with probes that they can build, the republic can no longer build them. Mandalorians same as the Consortium, start out with all the tech. This fits the story approximately as they already had all the heavy warships from the last war. This'll also make them a massive thread in the early game.

Back to the GC space maps. I'm going to have to moddify each of the maps individually, which will take some time. If there's anyone who's got some experience in the map editor who wishes to help with this and save me some time, shoot me a PM with a sample of 2 of the (you consider best) maps you previously made (quality is important to me, so I'll want to check what you can produce).

Well that's pretty much all there is to say. Be sure to watch the latest video to get a small taste of galactic conquest. Back to work.
-J

You should use another mod's ground assets (I do remember another Old Republic mod that didn't use any vehicles or ground heroes, only 2/3 units by faction which were fitting for the era, and I do believe it is dead now so you could ask nicely to use their ground assets)

I recommend doing what the Stargate mod for the original EAW did in terms of ground and making them spawn automatically once they capture a planet.

Beats conquering empty worlds.

Ground combat is not really that important anyway so all you really need is some infantry, a tank unit or two, maybe an MDU and that's it. Please don't add in "air" units though. It throws off the balance immensely.

Basically I noticed that after each conquest my enemy conducted a garrison force spawned in on the planet consisting of a mixture of units for both space and ground. This was to compensate for the fact there was no actual, proper GC AI.

By them I mean enemy units, which, as I mentioned earlier, would spawn both on the ground and in space whenever the AI conquered a planet.

Will the Mandelorians have a defiler like unit? I could never play vanilla FOC against the Consortium because they would destroy buildings of mine ALL THE TIME. I am talking like up to 5 in a galactic day. Its more annoying than cool, at least for the factions fighting them

Just noticed this update when wondering if this was still being worked on.

I tried to get the Ultimate Galactic Conquest map working for this mod, and managed to do so fairly easily, although it was glitchy (it also changed a lot of the text files and art/animations, but it's a matter of which files you overwrite and which ones you don't). Galactic Conquest as a whole was glitchy though, so I'm glad to see it's being fixed.

I'm having trouble updating the already existing gc maps, I'd throw myself from a cliff if I had to do 137. I do plan on changing the gc music to KOTOR and RC music when I get around to it, though I'd rather implement it myself.

Warb made the hammerhead that way, and I kind of like the extra complexity on the main body so I left it in there.

Okay, lol. Well it was just a few suggestions. Other than the KOTOR 1 theme for the main menu I did KOTOR 1 songs for the Republic (E.g. Bastila's Theme, Final Confrontation, Sith/Endar Spire Battle, etc.) and KOTOR II music for the Sith (Final Confrontation with Traya, Ravager Battle, etc.)

Also will you be doing Ship names like Default EAW? E.g. the Acclamators were the Arrestor, Prosecutor, etc. and Republic at War kept this feature as well with a long list of names (sadly no Venator was called the "Intrepid" after spawning like 30 of them).

Just looking at the Wookieepedia page on the Jedi Civil War and its article I can find like 5 names for Hammerhead-Class Cruisers (Endar Spire, Doran's Sky, Harbinger, Sojourn is already in your mod), and off the top of my head I can think of like 10 Harrowers, a couple Thrantas, and a bunch of the Republic Cruisers as well.

Just a thought, would like to see this in the game, couldn't find the file all the names were stored in or otherwise I would have done it already.

I could do that but I don't have the patience or feel the need to take the time to sit there and make up a bunch of names for a feature nobody is going to see. I'd rather spend my time redoing maps, or adding shield meshes to units. Stuff that will be clearly visible ingame.

I deeply respect Jeroenimo for his modding style. I'd rather refined space combat over ground combat - we all know it's a slog on the ground. Either spam the cheese or move two feet a minute with artillery.

However, ground combat I feel could possibly be worked in using assets from other mods which are refined to fit your taste. I recently found Moddb.com which has a fully voiced old-republic themed and era ships/heroes. There was no requirement for permission from the author for utilization in the readme or the moddb page, so it's free game.

What can I say, I make the mod, I make the decisions. Nobody gets to make the decisions but me, and I'm tired of idiots not reading the "No unit requests" in the mod description and thinking they're entitled to my time in any way. You want me to make you content? Commission me, 2,5 pounds per hour. Otherwise, I kindly ask everyone to **** off with the unit requests, I even put that in the mod description so I wouldn't have to deal with it.